Hi Ken,
It would help me, and I think many others, if we could have a discussion of how
exactly your tessellation logic works and what it is intended to do. For
instance, is the algorithm you're using based on Loop-Blinn? I'm a bit familiar
with that algorithm and some of the problems it has with rendering this type of
geometry. For instance, there are typically anti-aliasing artifacts at the
points where the interior triangles touch the edges. These are described in
section 5.1 of the paper and the authors added additional (and not well
described) logic to solve the problem.
If you could describe your algorithm a bit and show some expected results with
typical cases, that would be really helpful.
For those not familiar with Loop-Blinn, here is a link to their original paper,
presented at Siggraph 2005:
Resolution Independent Curve Rendering using Programmable Graphics ...
It's a great algorithm for rendering resolution independent 2D objects using
the GPU. It has potential to render both 2D shapes (as used in Canvas and SVG)
and text glyphs. It's advantage is that once you generate the triangles for the
shape, you can render the shape at any resolution. It's disadvantage is that
the triangle generation is quite expensive, so mutating shapes can potentially
be slower than a simpler resolution dependent tessellation.
-----
~Chris
[email protected]
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